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koonschi

Boxelware Team
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Everything posted by koonschi

  1. Patch 0.33.5 Date: March 7th, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Escorting ships can now passively shoot nearby enemies as long as their protegee wasn't harmed yet Reduced overall bounciness of physics Fighters can now heal their mothership if ordered via fighter orders AI piloted ships can now heal themselves when they have repair fighters Balancing "We adjusted the pricing of turrets. Work in progress. There were some pretty harsh outliers, with salvaving, force or mining turrets selling for a price higher than most stations. Other turrets, like point defense cannons, almost cost nothing at all. You can still get crazy turrets for crazy prices, but it'll fit more to the kind of turret. Pricing is now more equally distributed and we removed some of the super harsh outliers, which we think is healthier for the game overall." Adjusted prices of turrets Pricing is now more equally distributed over all turret types Fixed several issues with massive outliers in turret pricing Fixed several outliers where turrets would cost / sell for nearly nothing at all [*]Energy suppressor now suppresses pirate attacks as well as xsotan and head hunter attacks [*]Reduced power of force fighters since they could be used for griefing a lot [*]Reduced probability of "free slaves" mission on bulletin boards [*]Increased damage of laser turrets [*]Increased damage of lightning turrets [*]Increased damage of tesla turrets [*]Increased damage of Laser Point Defense turrets UI Workforce bars in the Crew Tab are now correctly updated to show the influence of the current morale Added icon for "your cargo bay isn't configured to collect this" Added a hint to crew tab about automatic crew payments Disabled "Situational" turret targeting since it was mostly glitchy and unintuitive Improved german translation Classes of own ships are now shown on galaxy map and the fleet window Added a button to change a ship's class from the fleet window Improved the color "Orange" (yes really) Added warnings for when inventory is full The "Found Ship" button on the top right gets a highlight when a player tries to enter build mode while in the drone Added quick transfer of items between alliance and player by holding shift Improved the IME input (still not perfect, but we're on it!) Added new stations pictures to encyclopedia and updated some descriptions Improved visibility of name and emblem on ghost blocks in building mode Added loading screen tip that talks about the detailed turret tooltip option Lost fighters are now shown in sector tooltip on the galaxy map Updated icon for resource depot Added error messages for craft orders: heal, heal target, attack, attack enemy, guard, patrol Updated encyclopedia Client Increased visual size of fighters when they're big fighters Added more debug logging to find more issues Improved performance of alliance emblems Added particle effect to crew loot to better recognize them Added one more bug for you to find The tutorial is now automatically terminated if the player loses his ship in building mode Scripting API: Added clearValues() functions to all objects that can have values set Added a listFilesOfDirectory() function Added a deleteFile() function removeFolder(): only removes empty directories now Added callback "onSectorGenerated" similar to "onRestoredFromDisk" for sectors being generated for the first time Added a Galaxy:isFactionLoaded(...) function to check if a faction is currently in memory Added a UIRect class Added "slots" and "automatic" properties to fighters that always return 1 and false to simplify some code Added a stoneDamageMultiplier property for armed objects Bugfixes [uBR] Fixed an issue where after boarding a ship, the ship would still count as pirate, head hunter, etc. [uBR] Fixed several issues with pirates, xsotan and head hunters spawning where they shouldn't [uBR] Fixed an issue where craft designs didn't restore their saved turret designs Yes, they were supposed to do that from the very beginning [*][uBR] Fixed several issues with german translation in missions [*][uBR] Fixed an issue where every dialog with an entity started the exodus mission if a exodus beacon was in the same sector [*][uBR] Fixed ingredients list not being restored correctly [*][uBR] Fixed an issue where asteroids and other objects would jitter around while mining them [*][uBR] Fixed an issue where scrapping license duration of alliances wasn't shown in scrapyard [*][uBR] Fixed an issue where player wasn't put in the correct location after a jump [*][uBR] Fixed an issue that led to only factories of size S being generated [*][uBR] Fixed an issue that led to unarmed AI ships flying off into nothingness [*][uBR] Fixed an issue where hull polarizer would remove too many HP [*][uBR] Fixed an issue where expanded combo boxes weren't clickable when they expanded outside the window they were in [*]Fixed an issue that prevented reclassing of ships in some cases [*]Fixed an issue where Headquarters couldn't get missions on their bulletin board [*]Fixed an issue where explore sector couldn't be returned to stations except military outpost [*][uBR] Fixed an issue where compare window wasn't shown over other windows [*][uBR] Fixed an issue where several AI states didn't remember their last target over a game shutdown/reload [*][uBR] Fixed an issue with generated ships not being able to turn correctly [*][uBR] Fixed an issue where high-tier turrets could be placed on too low material blocks [*][uBR] Fixed an issue where notifications for new mails were sent on every login, even if there was none [*][uBR] Fixed several issues with several introductory missions [*][uBR] Fixed several issues with mirroring of emblem and ship name blocks [*][uBR] Fixed a few exploits where maxmimum inventory size could be exceeded [*][uBR] Fixed an issue where damage malus between client and server was desynced, leading to wrong repair costs [*]Fixed an issue where no "you can't pick this up because..." notification was displayed for full inventory [*][uBR] Fixed an issue where morale jumped between good and bad if crews weren't paid on time [*][uBR] Fixed an issue where turret AI was sometimes picking targets incomprehensibly [*]Fixed shipyard build ship stats still being shown after back was pressed [*][uBR] Fixed an issue where after selecting a new language, loading screen tips weren't changed to the new language
  2. Patch 0.33.4 Date: March 4th, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay AI captains now enable flight assist UI Rephrased several loading screen tips Added "Refine Ores" button to strategy mode Updated several icons Misc Added more debug logging to find more issues Added a tutorial stage that highlights the turquoise stats in the Building Mode Scripting API Entity: Renamed "setToFlyToLocation" to more fitting "singleFlyToLocationTick" Format: Added a "translated" method that returns the formatted, translated string Bugfixes [uBR] Fixed an issue where display of hyperspace cooldown was wrong [uBR] Fixed an issue where speed of AI ships was too high [uBR] Fixed an issue where entering "0" was required to start a "sell" AI command [uBR] Fixed several issues with german localization [uBR] Fixed several issues with localization in mission descriptions [uBR] Fixed an issue where clicking through the action buttons in Strategy Mode was possible Fixed a client crash that could happen after a failed connection attempt [uBR] Fixed an issue where turrets were placed on the small sides of blocks instead of the big ones [uBR] Fixed an issue where entities weren't transferred correctly between sectors This might lead to some one-time ship duplication where this bug already happened in the background, no way around that, sorry! [*][uBR] Fixed several issues where ships could get duplicated [*][uBR] Fixed an issue where "refine ores" command couldn't be enqueued
  3. Patch 0.33.3 Date: March 4th, 2020 Moving things to Stable This time it's a short announcement. We're moving the current beta build to default because it's been performing extraordinarily well and we'd like to test it with more users to find remaining issues. In the meantime we're working on polishing up the game more, but for safety reasons those fixes will go live on beta once they're ready, before moving them on to stable. You should brace yourselves for lots of patches coming in over the next few days. We're trying to find some very pesky bugs where we need your assistance as well. Most Important Features The most important features coming with this patch are: New Ship Name Block New Alliance Emblem Block Alliance Emblems Blueprinting at the turret factory A "repair" AI order New introduction missions Lots and lots of UI improvements Lots and lots of QoL improvements For more details, please check out the patchnotes for previous versions below. Patchnotes 0.33.3 The patchnotes for 0.33.3 aren't that spectacular, it's just some smaller, but important fixes. We'll keep releasing the super new bugfixes on the beta branch to not compromise the stable branch by some errors that might be introduced by a faster working pace. Misc "Just a quick patch to move things to the default branch since it's been performing really well on the beta branch!" Added debug logging to find the cause of more issues Bugfixes "As always, [uBR] are User Bug Reports! Thanks for reporting and keep it up!" [uBR] Fixed an issue with combat instructions mission where it could get stuck [uBR] Fixed an issue where turrets could get duplicated [uBR] Fixed an issue where selling and buying of goods wouldn't work [uBR] Fixed an issue with "investigate mission freighters" mission Previous patchnotes You can find the patchnotes for the previous beta branch updates here: https://steamcommunity.com/games/445220/announcements/detail/1702861991428118097 https://steamcommunity.com/games/445220/announcements/detail/1702861991442377955 https://steamcommunity.com/games/445220/announcements/detail/1702861991448953398
  4. Thanks, we'll look into it some more. Edit: There should be a little box popping up for completion, can you see that? Are you running the game in full screen mode or borderless?
  5. Thanks for the report. Does IME work when you input into the Galaxy Notes window? Or any other Text Input window than the chat window?
  6. QnA is correct, everything else would either degenerate over time or we'd have to basically implement Stellaris as well.
  7. Thanks for the report. The good news is: That sounds like a ship duplication. I actually just fixed a bug related to this, so I hope that's what happened to you.
  8. Patch 0.33.2 Date: March 3rd, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Exodus artifact is dumped near the player Resource Depots can now refine faster when equipped with assembly blocks Implemented an AI command for repairing other ships Renamed "Defense Weapons" to "Internal Defense Weapons" for better clarity You can now drop stolen cargo to get controlling ships off your back Prevention of player-to-player damage no longer prevents player-to-player healing Increased time between spy report mails Full cargo notification when mining and salvaging is now disabled if there is another command in the orderchain UI Added new icons for Missions Tab Improved design of Missions Tab Improved input in ComboBoxes when using IME Updated German Localization Added a separate window to explain how Singleplayer starts a Singleplayer Server Instance Improved layout of Crew Tab Added separate settings to pick up different kinds of cargo Added "your cargo bay is empty" line in CargoBay Tab if cargo bay is empty Added an icon to resource depot when it has a finished refinery job Misc Added debug logging to find the cause of more issues Several minor performance improvements Bugfixes [uBR] Fixed an issue where entries with 0 cargo were showing up in fleet overview [uBR] Fixed an issue where integrity field wasn't shown in Building Mode [uBR] Fixed several issues with aiming of coaxial weapons over long distances [uBR] Fixed several issues where camera was moving on mouse move while windows were visible [uBR] Fixed several issues where players could get stuck in tutorial [uBR] Fixed an issue where order chains would stop being executed [uBR] Fixed an issue where orientation of blocks wasn't taken into account while transforming [uBR] Fixed an issue where the overlap blocks check was wrong [uBR] Fixed an issue where ships would clump up after flying through a gate [uBR] Fixed several issues with untranslated mails in Hangar/Fighter tutorial mission [uBR] Fixed an issue where allies of the player during the end boss fight could attack each other [uBR] Fixed an issue where "investigate missing freighters" mission lead players into a rift [uBR] Fixed several issues with texts [uBR] Fixed an issue in turret factory where the value of the created turret would way higher than its ingredients and production cost [uBR] Fixed an issue in Strategy Mode where 2-step orders were finicky [uBR] Fixed several issues with pirate encounters [uBR] Fixed an issue where fighting introduction didn't finish after pirate was destroyed
  9. Thanks for reporting the issue, but I'm afraid I can't do much with your report. Please follow these steps to post a bug report: https://www.avorion.net/forum/index.php/topic,1373.0.html
  10. Thanks for reporting, a fix is uploading!
  11. Patch 0.33.1 Date: March 1st, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Repair AI now uses fighters Scrapyard license time now adds up to a max of 60 min Added a setting for smooth camera movement De-weirdified several ship styles Auto-Assignment of crews can now be configured per-ship Added hints about the brotherhood to wreckages near the barrier Several tutorials now start only later into the game and not immediately at the beginning Improved brake behavior of ships when a player obviously wants to slow down (and not drift) Example: Pressing no keys would brake faster than pressing backwards because the latter was interpreted as "drifting" Balancing Increased strength of several new bosses Respawning of resource asteroids in asteroid fields happens faster now Research station now creates a wider spectrum of turrets UI Improved visibility of search bar in galaxy map Improved legibility of damage numbers Renamed "Healing Fighter Squad" -> "Repair Fighter Squad" Fighter Order buttons that don't match the squad are now hidden Removed scientific notation in several placed in the UI Added "Report a Bug" and "Latest News & Updates" link to pause menu Improved useability of commanding over the galaxy map Turrets can now be replaced in building mode when shift is held Reverted automatic mirrored selection Mirrored merging of blocks still works [*]Added new icons for alliance emblem creator [*]Added input support for IME Not completely done yet, but we'd like to start testing ASAP [*]Increased pause between two hints to 90 seconds after clicking them away [*]Turrets in current ship window are now highlighted on select or mouseover [*]Improved sorting of equipped turrets overview in current ship window [*]Improved several issues where tooltips weren't visible or blocking other UI elements [*]Added a menu setting that enables more detailed tooltips [*]Added DPS/Slot line when slots are not 1 [*]Added mission priority (ie. order in missions list) and icons to missions [*]Improved several dialogs [*]Added a "You have new mail" chat message [*]Added price to upgrade tooltips [*]Added advertisements to clarify the (very much intended) randomness of research stations [*]Reduced frequency of station ads (looking at you, Repair Dock) Graphics When drone is near a dock and the dock is pushing away objects, the lasers are rendered with minimum brightness to not confuse players Scripting API Renamed ControlAction.MoveCamera1 -> ControlAction.FreeLook, ControlAction.MoveCamera2 -> ControlAction.MoveCamera Renamed key binding 'Move Camera 1' -> 'Free Look' Renamed key binding 'Move Camera 2' -> 'Move Camera' Moved toggle state variable from ControlUnit to ClientControlUnit Added a sleep() function Removed obsolete settings from server.ini Added layer parameter to several UIRenderer functions Bugfixes "More fixes and improvements! Fixes marked with [uBR] are fixes that were solved thanks to User Bug Reports! Keep reporting guys, even if it's been reported before!" [uBR] Fixed several issues in various lua scripts [uBR] Fixed an issue where the repair order line was missing in strategy mode Fixed a crash in sector database [uBR] Fixed a crash when using modded weapon sounds [uBR] Fixed an issue in craft generator leading to degenerated ships [uBR] Fixed an issue where children of the AI boss would attach each other [uBR] Fixed an issue where relations to always-hostile factions could change (even though it did nothing) Fixed an issue where station construction sites would take too long to finish [uBR] Fixed an issue where "transfer vessel" mission couldn't be started in creative mode [uBR] Fixed several instances where times wouldn't be translated correctly [uBR] Fixed a crash when deleting Ship Name blocks [uBR] Fixed several issues in the "free slaves" mission [uBR] Fixed an issue where attack fighters were not used when no salvage fighters (but a salvage blueprint) is available Fixed an issue with refreshing of members in alliance tab Fixed several hints being displayed in creative mode even though not appropriate [uBR] Fixed several issues where player would start new game with camera inside the station next to them [uBR] Fixed indicators of gates being off [uBR] Fixed overlap of sort & border combo boxes with inventory [uBR] Fixed an issue where some bulletins in fleet commands mission were missing [uBR] Fixed several issues where "New Mission" or "Mission Updated" texts were displayed too early [uBR] Fixed an issue related to command visualization lines being offset with Windows UI scaling enabled [uBR] Fixed an issue in gate payment system [uBR] Fixed some performance issues for servers
  12. Hi there, thanks for the report! Can you post specific steps to reproduce this problem, please? Can you make your ship blueprint available and show us which crew configuration you had when the problem appeared, for example with a screenshot?
  13. Patch 0.33.0 Date: February 26th, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "These will be the last major features that will make it into the new game. Along with some more quality of life improvements." Added a new block that displays the name of the ship it belongs to Added a new charred wreckage block Added an editor for creating an emblem for your alliance Added a new alliance emblem block Added more encounters with enemies Added possibility to transfer torpedoes between ships Added new introduction missions for combat and trade Updated "Battleship" achievements. They are now called "Flagship" achievements and are simplified Added "Transfer Squad" buttons to Transfer Crew/Goods/Fighters UI Gates now change their owner if the faction that own the sector they lead to changes Valuables detector upgrade now shows flight recorders in wreckages Added blueprinting functionality to turret factory Added the ability to switch crafts and interact from the Strategy Mode Added more radio chatter Replaced factions like "The pirates of ___" with "The buccaneers of ___" to avoid confusion with always-hostile pirate factions Added story and lore fragments and logs for players to find Added a "Repair" order Alliance ranks can now have icons assigned UI "Almost only quality of life stuff and maybe something to do with bug fixing." Removed obsolete ToggleHangars control setting Alliance's resources are shown while Alliance Diplomacy Tab is opened Drone is now shown as last entry in ship selection of "switch to ship in sector" Filter text box of the buy/sell map commands is no longer case sensitive Reworked several icons Added a hint that is shown when a player manages to crash the drone in a way that it turns unflyable Added a tracker to track your current mission Added several "nothing-to-see-here" texts that are displayed instead of the meaningless void that are empty lists Ie. Smuggler's market now shows 'You have no stolen goods' if player has no stolen goods [*]Added a check box to Galaxy Map for toggling the "notes" icon [*]Add HOME and END key functions to multi line text box [*]Weapon groups now show their bound key in "Current Ship" tab and Turret Controls, not just a number [*]Improved several texts and descriptions [*]Added an extra dialog layer to "Give me all your cargo" that doesn't immediately worsen relations [*]Price of turrets is now shown in their tooltips [*]Changed the DPS value of tooltips to Omicron, we kinda just wanna see how you guys react [*]If you like the above change, write "Banana" in the comments as feedback [*]If you don't, write "Lemon" in the comments to confuse people [*]Added separate sliders to building mode for non-uniform scaling [*]Added input boxes for entering the scale [*]Smugglers market's unbrand text field now doesn't allow higher numbers than the player has [*]Building stats now show the amount of small, medium and large fighters that can be stored in hangar [*]Added size to Modify Whole Ship window [*]Ship stats overview now uses human readable number system for HP and Shields [*]Selections are now mirrored [*]Improved performance of several menus and HUD elements [*]Galaxy Map: Craft portraits can only be selected with Left Mouse so you cannot accidently select a ship while setting a route [*]Improved visibility of valuables detector upgrade arrows [*]Squads of fighters can now be moved up & down in UI [*]Added tracking of ingredients list of Turret Factory Client Adjusted volume of Mining Lasers of Drone Adjusted volume of point defense chainguns and lasers Added toggle for 'No Turning' in Mouse Steering Added a new snapping mode that snaps all corners of a block into a global grid Added an option to mute sound when focus of the window is lost Building Mode Improved clarity of color window tooltips Added color picker button to colors window Added combo box to colors window to switch between used colors first and normal order Misc Added chat message when player enters a hazard zone Reworked several texts Scripting API Renamed TorpedoLauncher:getTorpedoes() -> getNumTorpedoes() Added nextQuadraticRect() to Listers TurretTemplate can now be constructed from other TurretTemplate objects Added Tab.isActiveTab property Fixed an issue where sorting in InventorySelection wouldn't work when it wasn't filled with content from a Player's inventory Added access to tracked missions Added SystemUpgradeLoot class Added moddable weapon sound effects Bugfixes "Bug reports marked with [uBR] are user bug reports. I think there is a clear tendency visible in the list below, and we're not planning on stopping. Keep it up guys! :)" [uBR] Fixed an issue with gates leading to sectors without gates [uBR] Fixed an issue with wreckages getting duplicated [uBR] Fixed a bug when pressing Escape while moving a window [uBR] Fixed an issue where Railguns with 0 firerate could be created [uBR] Fixed an issue where players would be put into their drone on relog [uBR] Fixed several issues where english would be used instead of the chosen localization Fixed several issues where wrong factions were used while interacting with alliance ships [uBR] Fixed an issue where the Adventurer and Boss Swoks could spawn in the same sector [uBR] Fixed an issue where text field scrolling would scroll too far Fixed a client crash when jumping into a sector with a craft by a different alliance, i.e. not the alliance the player is in [uBR] Fixed several errand missions sending players over the barrier [uBR] Fixed an issue where selling to your own smuggler's market would not make you any money [uBR] Fixed an issue where the crew quarters delta wasn't displayed in building stats [uBR] Fixed an issue where shooting down persecutors and drones could create hazard zones [uBR] Fixed color loot still being around [uBR] Fixed valuables detector icon still being shown even after there are no more valuables in the sector [uBR] Fixed an issue where selecting ships and more in the Strategy Mode would not actually select them after exiting the mode [uBR] Fixed an issue where high-material turrets remained even after transforming its block material too low [uBR] Fixed an issue where the Strategy Mode action menu wasn't updated when selecting via the overview list [uBR] Fixed a very bad hang in server while saving/loading [uBR] Fixed an issue where too many crew problems were shown [uBR] Fixed an issue where rifts that are only one sector wide weren't shown on the map [uBR] Fixed an issue where time stamps in logs weren't working [uBR] Fixed an issue where ships would chase each other out of a sector indefinitely They still do chases, but no longer indefinitely [*][uBR] Fixed an issue where the artifact from the exodus mission could be dropped indefinitely [*][uBR] Fixed an issue where focus events of window weren't properly handled [*][uBR] Fixed an issue where "Target selected" sound was played a lot while drawing a rect-selection in Strategy Mode [*][uBR] Fixed an issue where travelling merchants didn't have enough cargo space [*][uBR] Fixed an issue where "Ship Problem" icons overlapped [*][uBR] Fixed an issue where ship icons would overlap with command icons on the Galaxy Map [*][uBR] Fixed an issue where both attack and salvage fighters were used for salvaging [*][uBR] Fixed an issue where ads for reconstruction tokens were shown on Hardcore and above [*][uBR] Fixed an issue where Hyperspace Engine efficiency hint was displayed when Hyperspace Engine was disabled Known issues "We still have tons of things to do, we know that and we're working hard on it! Please keep reporting bugs as you're already doing. You guys are awesome!"
  14. Release Date: February 26th 2020 Procedural Craft Generator It's finally here! We reworked the procedural craft generator to create prettier ships, based on faction styles. Factions can be recognized by their ships and stations now, and each ship/station class has a distinct look. We won't bore you with the internals, just one thing: Yes, you can mod it. Now go explore! Faction Economy With this update we added economic factors to factions. Their supply of ships and stations is now finite, depending on faction size and military or economic focus. Players can now drive AI factions to their limits, and see and feel the impact of their actions. When you destroy a station, the faction will rebuild it after some time. If you manage to destroy all ships and stations of an AI faction before they can rebuild, you can even eradicate them completely. In addition to those features, you can now hire spies at smuggler outposts, that will send you information about a faction's economy (ie. amounts of ships, stations, etc) on a regular basis. New Endgame Content We feel that after killing the Wormhole Guardian there should be more to do with your time. With this update we introduce new Xsotan ships, a new server wide post-guardian event and three new bosses. In order to not spoil you too much we'd just say: Go and finish Avorion, and then see what happens. More Features That's far from all! We've got a few more cool features waiting for you: Faction Packs Ever wanted to play against the Star Wars Empire in Avorion? You now have the tools to do so. You can now create faction mod packs that give a faction a subset of ships from the Steam Workshop. Creative Mode Improvements We want players to be able to use Creative Mode in a way its name suggests, to try out features and game mechanics. So we added the possibility to quickly change the equipment of your craft. There's a new creative mode command center in the ship window where you get access to tons of utility features for creative! Backups Since Avorion saves (galaxies) are persistent they tend to become huge, and a normal savegame feature is not possible. We did our best to add a safeguard against losing all your progress (for example after a crash) without taking up tons and tons of hard drive space. The game now creates hourly backups that you can use to restore your current save. Keep in mind that restoring a backup is not the same thing as loading a save! Progress of NPC factions is completely reset during this process and the world is reset to zero (except for the progress of players). Patchnotes Of course there are tons and tons of other QoL features and bugfixes. To get the full list, check out the patchnotes of the previous beta patches: https://steamcommunity.com/games/445220/announcements/detail/3588743161435047711 https://steamcommunity.com/games/445220/announcements/detail/1702861358068600657 https://steamcommunity.com/games/445220/announcements/detail/1702861358076178338
  15. Thanks for reporting, this will be fixed with one of the next updates.
  16. Thanks for the feedback. We're looking into adding debug tools for faction packs, but I can't promise anything yet, I'm afraid. I don't understand, how does the input mode for Japanese differ?
  17. You're ... welcome? Passive aggressive comments like this are really not necessary, we do the best we can in the small team that we are. If this happens to you then please post steps on how to reproduce this behavior (in the bug report section, not here). If ships are getting duped that means that your sectors are getting corrupted. We'd need your system specs, logs (immediately after when it happened), server seed, if you're on singleplayer or multiplayer, and if you have mods enabled. We must be able to reproduce the behavior, or else we can't fix it.
  18. Patch 0.32.2 Date: February 23rd, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "Had a little breakthrough with the engine code over the weekend, enjoy!" Improved collision detection of beams and particles to be more comprehensible Balancing "We think that boarding a station takes lots of effort already, so from now on you won't have to pay the full price of a station on top of that to rebuild it." Reduced rebuilding cost of boarded stations to 50% of the previous price (down from 100%) UI "QoL features, yay! You can now easily favorite and trash items with F and T while hovering them. Also, you can now scrap all trash turrets in one go at a Scrapyard." Implemented fast-marking as trash or favorite with F and T Implemented a "dismantle trash" button to Scrapyard Adjusted description of retrograde marker Client "Polishing and debug output for upcoming bugfixes on the client. Nothing too special." Updated warnings for on-board GPUs Directory of galaxy saves can now be configured in client.ini Added some debugging output to help find more issues with new generator Destroyed entities are now immediately replaced by their wreckage counterpart to have less flickering Scripting API Added "scrollPosition" properties to ComboBoxes and ListBoxes Implemented adding of additional languages via mods Bugfixes "Thanks to all our User Bug Reporters (UBR) for helping us improve the game! We're focusing 100% on this now, so keep it up!" [uBR] Fixed a wrong cargo shuttle launch error message in factory [uBR] Fixed several issues with clearing and scrolling of List and ComboBox UI elements Scripting API: Fixed an issue where callbacks of Wormhole entities weren't sent [uBR] Fixed font not being moddable [uBR] Fixed a few issues in fleet commands mission [uBR] Fixed non-steering players being able to execute hyperspace jumps [uBR] Fixed several issues where AI ships were having trouble hitting parts [uBR] Fixed an issue where pure-holo entities weren't getting deleted properly [uBR] Fixed an issue where auto-turrets would target holo blocks [uBR] Fixed an issue where tractor beams were sometimes invisible Fixed a few issues where headquarters and military stations would get cranes and containers randomly generated all over the place [uBR] Fixed an issue with hyperspace recharge hint being displayed for too long [uBR] Fixed flickering in Alliance Tab when a search text was entered and then new items are hovered with the mouse [uBR] Fixed an issue where hints would be displayed for UI elements that are invisible
  19. Changes to repair turrets only affects new turrets.
  20. Patch 0.32.1 Date: February 21st, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Ships can now be classified and renamed in "Current Ship" tab All colors are now always available, not just in creative Military Outposts now have fighter squadrons Holding the interact button inside the light line of a station dock now fires up tractor beams for the player Slightly reduced randomness of new ship generator Improved the ending of the "Transfer Vessel" mission Creative Mode Command Center now adds a captain on "Add Crew" Balancing Cargo shuttles now transport cargo amounts depending on their own size (still always at least 1) Cargo shuttles are now more expensive the larger they get (not the other way round like all the other fighters) Reduced maximum speed of enemy AI ships on lower difficulties and in the outer regions of the galaxy Adjusted likelihood of several missions on stations Graphics Tuned bloom and general brightness to be less obnoxious Client Clicking into the colored frame of an entity now reliably selects it Added a "Browse" button to Singleplayer game window Scripting API Added a isMapFaction() function to Galaxy Version can now be constructed from strings Added entriesPerPage property to ComboBox Added a getModsModifyingFile() function to ModManager to query all mods that modify a given file Added a "atype" function for gathering type or avorion type of an object (similar to type() function) When reading a dependency without an explicit version from a modinfo.lua, version is assumed as *.*, not 0.0 Bugfixes [uBR] Fixed an issue with head hunters where they could be hired by any nearby faction (including pirates) [uBR] Bottan's smuggler can no longer be abused for early Trinium gain [uBR] Fixed no economy overview appearing in trading upgrade of alliance ships [uBR] Fixed some issues where fleet tab wouldn't refresh Fixed an issue where "armed" fighters could be created without weapons [uBR] Fixed an issue in fighter tooltip where production effort always had a red down arrow [uBR] Fixed an issue where PDCs of enemy AI ships would shoot the player even if they are marked as "Friend" [uBR] Fixed an exploit where turrets of any material could be created at the turret factory [uBR] Fixed an issue where ships that were recovered after crashes would all be squished into each other Fixed several issues with effects of arriving ships [uBR] Fixed some performance issues on the galaxy map [uBR] Fixed some performance issues with the save size calculation in Singleplayer Window [uBR] Fixed several issues with the "Fleet Commands" mission [uBR] Fixed an issue where the Adventurer and Swoks could spawn in the same sector [uBR] Fixed an issue in the "Free Slaves" mission where pirates wouldn't attack [uBR] Fixed an issue where repair turrets with both shield and hull repair wouldn't actually repair both Fixed several crashes and other minor issues in many scripts Fixed a crash in new ship generator [uBR] Fixed an issue where ships and stations spawned with empty shields Added lots of debug logging to find the cause of some more issues Fixed an issue with infinite loops in order chains [uBR] Fixed an issuwe where camera shake didn't going away in build and strategy mode Fixed some issues with larger Xsotan attacks
  21. The backups are primarily meant as a single-player centered emergency feature, to avoid loss of hundreds of hours of progress. They could be used for server resets, too, yes.
  22. Note: Patch is not live yet. And it's live on the beta branch, enjoy!
  23. Patch 0.32 Date: February 13th, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Added ancient gates to exodus end sectors Added camera shake in several situations when ... boosting getting hit by torpedoes a nearby ship jumps into hyperspace a nearby ship arrives from hyperspace [*]Camera shake intensity can be configured in settings [*]Added an animation for ships arriving from hyperspace [*]Added a new block shape Procedural Craft Generator "We reworked the procedural craft generator to create prettier ships, based on faction styles. Factions can be recognized by their ships and stations now, and each ship/station class has a distinct look. We won't bore you with the internals, just one thing: Yes, you can mod it." Reworked the craft generator Added distinct styles for ships: Ship (default), Miner, Freighter, Carrier Added distinct styles for each station type New styles will only appear in newly discovered sectors Most aspects of the craft generator are now controllable via scripts Players without any saved designs get 5 procedural ship designs of varying size that they can use Balancing Limited maximum hyperspace cooldown to 5 minutes Hyperspace cooldown is always at least 5 seconds (instead of 0) to avoid server issues New Endgame Content "We feel that after killing the Wormhole Guardian there should be more to do with your time. With this update we introduce new Xsotan ships, a new server wide post-guardian event and three new bosses." Added a nassive, server wide, regular event in the center of the galaxy that happens after killing the Xsotan Wormhole Guardian Added new types of Xsotan Summoner: ?? Quantum: ?? [*]Adjusted spawn timings of Xsotan Wormhole Guardian [*]Added 3 new Endgame Bosses Boss Project IHDTX The Big Brother 5468 6520 4149 Faction Economy "With this update we added economic factors to factions. Their supply is now finite, depending on faction size and military or economic focus. Players can now drive AI factions to their limits, and see and feel the impact of their actions." Factions now have a limited amount of military ships available in a given amount of time The amount depends on the faction's size and how aggressive or peaceful they are If lots of military ships are available they might send more when sending reinforcements Military ships are replenished over time [*]Relations now worsen when taking over a sector from an AI faction [*]A faction is now considered eradicated if it controls no more sectors and has no stations Eradicated factions are marked in the Diplomacy tab [*]Factions now rebuild lost stations Construction sites are not built in hazard zones Each faction has a capacity for building construction sites, depending on the faction's size Capacity is replenished over time [*]Smuggler Outposts now have spies that uncover data about neighboring factions Total stations, military ships and construction capacity are then visible in the Diplomacy tab This data is always visible for allied factions Faction Packs "Ever wanted to play against the Star Wars Empire in Avorion? You now have the tools to do so." Added new type of mod, "Faction Pack" Faction packs allow modders to create factions with coherent custom ship and station designs Supported ship types: Ship, Freighter, Carrier, Miner, Fighter Supported station types: All basic station types [*]Size and material are adjusted automatically [*]Added combobox to select the type when creating a new mod Creative Mode Improvements "We want players to be able to use Creative Mode in a way its name suggests, to try out features and game mechanics. So we added the possibility to quickly change the equipment of your craft." Added "Creative Mode Command Center" tab to Ship Window Players can add crew, guns, system upgrades, different fighter squads, torpedoes and goods to their current craft Relations to AI factions can be manipulated [*]Amounts of turrets in building mode are now hidden as they are infinite anyways Backups "Since Avorion saves (galaxies) are persistent they tend to become huge, and a normal savegame feature is not possible. We did our best to add a safeguard against losing all your progress (for example after a crash) without taking up tons and tons of hard drive space." While playing, the game will now create hourly emergency backups You can restore emergency backups from the settings menu You should only restore backups in case of an emergency (ie. savegame corruption, by a crash or mods) In order to avoid exploits, backup creation can't be manually controlled by players (If you really want to mess up your galaxy and then revert it, copy its folder and then go nuts) [*]IMPORTANT: Restoring from a backup is not the same thing as loading a save: Only player progress is saved during the backup When a backup is applied, the galaxy is almost completely reset and backed-up player progress is reapplied NPC factions are completely reset on restore of a backup Client Added dimensions preview when placing block templates in building mode Improved visuals of hull polarization effects Hologram blocks now light up their surroundings Reduced overly bright AO lighting Added more crash diagnostics to client Server Added a command line option to restore from a backup Scripting API Documentation is now sorted alphabetically General documentation improvements Added getSectorView() function to Galaxy Added setMaterialTier() function to BlockPlan Added intersectBeamRay() functionality to intersect beams the way that a weapon would behave ShipAI: Added new function setPassiveTurning() to allow an entity to turn and shoot while staying in place Made Thrusters component available in scripts: Get / set turning speeds of entities Made Torpedo component available in scripts Made DirectFlightPhysics component available in scripts vec2, vec3 and vec4 can now be constructed with a single value: vec3(1) == vec3(1, 1, 1) Several improvements to passing/reading tables to/from engine utility.lua: Added multimin/max utility functions Bugfixes "As always, bug reports marked with [uBR] are User Bug Reports! Thanks to everyone who reported those, and keep it up, especially now that we're in the polishing phase!" [uBR] Fixed an issue where salvagers and miners stopped randomly [uBR] Fixed an issue with stacked windows in main menu after changing the language Scripting API: Fixed an issue where Server:getPlayers() didn't return anything [uBR] Fixed dimensions preview of block brush being numbers like 1.49999999 instead of 1.5 [uBR] Fixed an issue where "Immune" text would be shown too often Fixed an issue where wreckages were duplicated [uBR] Fixed a bug when pressing Escape while moving a window Fixed missing caption of resource depot Fixed missing icon in cargo transport license merchant Several smaller stability improvements [uBR] Fixed a potential source for regular server hangs [uBR] Fixed a rare issue with Building Mode geometry not reloading correctly
  24. Thanks for your feedback, I've left a reply on the other post!
  25. Thanks for the extensive feedback. While it's very helpful already, I could use a few more details: - Can you tell us exactly where the tutorial is lacking? Since we know the menus by heart, we're having a hard time figuring out what exactly players think is missing from the UI and what feels intuitive and what doesn't. - If you find a glitch, you must post steps to reproduce for us, because otherwise we can't fix them. We know about several issues, but the main reason why they're not fixed yet is that we can't reproduce them. Also: Use the bug report tool ingame, we read every report. - What exactly is it that you think the combat AI should do differently? What happened that you think shouldn't? How exactly did you equip your ships and how would you have liked them to operate? I can see that you wanted some ships to do broad sides, but I can't really follow as to what the exact problem was. The ship AI does try to rotate most of its weaponry towards the enemy.
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